0029283: Visualization - allow defining more than 8 light sources
[occt.git] / src / Shaders / DeclarationsImpl.glsl
CommitLineData
d5f74e42 1// Created on: 2013-10-10
2// Created by: Denis BOGOLEPOV
3// Copyright (c) 2013-2014 OPEN CASCADE SAS
4//
5// This file is part of Open CASCADE Technology software library.
6//
7// This library is free software; you can redistribute it and/or modify it under
8// the terms of the GNU Lesser General Public License version 2.1 as published
9// by the Free Software Foundation, with special exception defined in the file
10// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11// distribution for complete text of the license and disclaimer of any warranty.
12//
13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
15
12381341 16// This file includes implementation of common functions and properties accessors
17
daf73ab7 18#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)
12381341 19// arrays of light sources
8a53d1c4 20uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types
21uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters
12381341 22
23// light source properties accessors
24int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; }
25int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; }
26vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; }
27vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; }
28vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; }
29vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; }
30float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; }
31float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; }
32float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; }
33float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; }
daf73ab7 34#endif
12381341 35
36// material state
37uniform vec4 occFrontMaterial[5];
38uniform vec4 occBackMaterial[5];
39
40// front material properties accessors
0adbd30f 41vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }
42vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }
43vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }
44vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }
12381341 45float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }
46float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }
47
48// back material properties accessors
0adbd30f 49vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }
50vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }
51vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }
52vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }
12381341 53float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }
54float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }
79f4f036 55
56// 2D texture coordinates transformation
57vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }
58vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }
59float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }
60float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }